3D Modeling (Exercise 1-4)

Samer Muhamed Usef / 0357036 / Bachelors of Computer Science (Hons)
3D Modeling
3D Modeling Exercise 1-4 (5% Each)
(Week 1 - Week 5)

MOUDLE INFORMATION

Week 1 (Start of 3D Modeling)

Week 1 we were thought the basic features and controls for the software we will be using throughout the Module called "Blender" to understand how the software worked. 

Week 2

Week 2 onwards, Sir thought us the Transform: Mirror Object, Object Hierarchy: Parent-Child relation (Parent, Unparent, Relationship Line) Duplicate as instance Group, Modifier Based Modeling (How to Apply Modifier, Types of modifiers (Simple Deform)) Render Preview Using Workbench Render, Apple Material, Manipulate Camera, Set Light and Shadow, Output Sizes of Render Image and how to Finalize Rendering.

Exercise 1

After class, we were assigned a task that consisted of 5% of our marks which was to make a model using primitive objects (Cube, Sphere, Cylinder, Cone) and after thinking about it and looking through the web, I found the model I was going to make which was a Robot!

I found an image of a 2D Toy Robot in Google which brought back some of my childhood memories of myself playing with a similar toy when I was a kid.

Therefore, I had set onto make a 3D Model of this toy using the criteria's given to us by our lecturer for Exercise 1.


Idea of Model: Toy Robot


I went straight on to Blender with the skill sets Sir had thought us during class and began building the main parts of the Robot.



Initial Phase: Main Structures Formation

Throughout the initial phase, I have only used Transformation tools to put all the robot parts together 




Modifier Based Objects

When looking at the reference 2D Image,  I saw there were some shapes that needed more modifications on them and did these parts using Modifier Based Modeling which was thought in class and gave me the idea I needed to make the Robots shape possible! 

For the Hand I had went into Edit mode and then subdivided the cylinder into many semi circle in the cylinder and after that, put on the modifiers Simple Deform (To give the hand a bent shape) and Bevel (Give the cylinders ends a round shape as per the image) which has made the results possible and for the joining the hands, Bevel was only used on a cylinder as per the same reason.



Modification of Main Body Parts: Bevel and Edit Mode

After finishing up the main parts of the Robot, I had the make the upper body and Lower body look more like a Box shaped object rather than the simple Cube look which I overcame by using the Bevel Modifier on both the parts which allowed me to get that box shaped Toy look!, same as the reference image.

The top part of the head had a pyramid shaped object and no modifier allowed me to manipulate a shape and that's how I learned about Edit mode. By clicking on the Tab Key, I could use the edit mode to manipulate, in my case, a cube's vertex to give it the pyramid styled look on the top of the robot head attached with another cube with the modifier Bevel on it.




 Adding the Details on the Robot's Main Bodies

After finishing up the shape and structure of the Robot, I had then began doing the parts of the robot in each of the main parts given it the look of a robot and details of a robot was mostly done using transformation tools with the exception on the mouth which had Edit mode features used for it.

As I'm fairly new to Graphics deigning as well as making my own portfolio (As my main major is Computer Science), I had forgotten to take some screenshots on my progress (Forgive me sir :(  ) but I was really passionate about making the Toy Robot come to a reality as a 3D model.


Finishing touches to the Details on Robot and adding Basic Material to the Model

After finishing up the details on the head, I had started working on the chest region of the robot which took more of the time compared to the head but it was a fun and a great learning experience finding the solution to which primitive object would be a more optimal choice for the details.

After working on some of the details, I gave the Robot a bit of Color to annihilate the dullness the robot had given and referenced the colors of the 2D image which had given me these results which I was honestly happy with.



 Finalized Model of Toy Robot

After finishing up all the remaining details the Modeled Robot needed and putting on basic materials to the remaining parts of the Robot, I was finally done making the Toy Robot!

When going into this exercise, I was initially scared on making the robot because I was really new to Blender and Designing itself but when I went through the model detail by detail, I have come to understand and familiarized myself with the shortcuts and tools Blender had to offer when going through each of the steps. 

Week 3

This week, we were thought the different types of functionalities that 'Edit Mode' had to offer which consisted of Inset (Form a hole), Extrude (Extend the shape) and Bevel (Round corner) where the vertex, edge or the face could be manipulated by using these tools and the shortcut for the easier selection of vertex from start to end.   

Exercise 2

After the class, we were assigned to do yet another task by making a composition of cylindrical shaped objects like a plate, bottle, bowl, glasses varying in structure and size. 


After class, I had looked up different image blueprints for plates, bowls and a glass on google to make a composition that I had also found form google, with a small twist to it I put myself.

After looking through the blueprints I wanted, I started my blender project with the idea planned out.



Reference of Bowl Design




Reference of Plate Design 1




Reference of Plate Design 2

    


Reference of Wine Glass




Reference of Composition

I went onto design each of the models with their references, one by one.






Design process of Plate #1

The First model I made was the first Plate where I first added the cylinder object and adjusted the diameter and radius as per the reference photo behind it. Went on to Extrude the cylinders diameter more and after that, changed the scale of the plate from the top position. After deleting the face of the upper cylinder, I finished up the design for the first model.









Design process of Bowl

For the bowl, which I felt was the hardest model out of all the models Im creating, I first adjusted the diameter and radius as per the reference photo behind it. Then, went on to Extrude the cylinders diameter more and changing the scale of the bowl from the top position which resulted in the bowl like shape! . After deleting the face of the top cylinder, I went on to use loop cuts on the upper and lower portion from the middle, which gave it the roundness it needed to look like the reference photo.
This concludes the design of the bowl.






Design process of Plate #2 

Plate 2 had the same concepts as the Plate 1 but the only difference was that, Plate 2 needed smaller scales in terms of extrudes and scaling to give it the curved plate shape look that the reference showed.




Formation of Wine Glass with Reference photo

Wine Glass seemed the hardest to make but was actually very easy since I had understood how to design a model with their reference photo behind with the use of techniques like extrude, loop cut, scaling to make the objects into a 3D model. Since the blueprint for the Wine Glass was very helpful, I made it with ease using the same edit mode features from the models I made above.




Finalized model of the Composition with coloring

After designing all of the models, I went onto put them side by side as the composition I was referencing and put some color and background for the models which gave me these final results with the addition of a duplicate bowl on top of the other and the bigger bowls bottom layer removed as well as the modifier Subdivision Surface modifier used on Plate #2 and the Wine Glass to give it the smoothness to the model.     


Week 4

This Week, our lecturer had looked over five of the students Exercise 2 Models and gave feedback and tips on how to adjust the camera angle correctly like how it should be in eye level, Opacity boldness of model, etc. After that, we went on to do sample referencing with a guide on how to do it for our next up and upcoming exercise that would be on box shaped model. The Photo of the sample used is shown below.


Exercise 3

After building the box shaped car, I felt I wanted to build another box shaped car, unique from this one. So, after doing some research in google on cars, I found I blueprint that I was satisfied with and felt that it was a possibility completing the whole model.





Blueprint of Model: Boxed Shaped SUV

I went onto Blender to get started on the model by putting these images inside my blender project and gave me an accuracy of how much each of the components are sized.





Initial Vehicle Modeling

First, with reference to the blueprint I had, I aligned it with a cube mesh and put on a loop to separate the the front of the body with back and proceeded to extrude the back portion of the vehicle upward and scaled the upper portions vertexes smaller so it would give the hood shaped look of the car. After that, I went on to cut half of the vehicles main body and used the modifier 'Mirror' so it would copy all the details I make from one side, to the other side.




Curvature on the front portion of the car

Next, I worked on the front curvature the car had by selecting the face of the front of the car and by extruding and moving the upper portions edges continuously while maintaining the bottom portions edges, which gave me these results.





Design of curvature hood of the wheels

I went onto to design the wheels hoods the car had by using the knife tool where I had made a cut out of the wheel holes using the knife tool, deleting the portion I had made a cut of and then added a cylinder mesh next to the wheels cut out and began to inset the cylinder just enough to cut of the entire face and delete a little bit of the lower portion of the cylinder and finally, moved the subdivision I made when I used inset a little forward to give it the hooded shaped design I needed.






Design Details 1:  Front Mirror, Wheels and Back shape

After building the the wheel hoods, I went on to to make the Front windshield and wheels of the car and I had an Idea of how to make it since our lecturer had thought us how to make them both and I had applied the knowledge sir had thought us.

For the windshield, I selected the face of the front upper portion of the model and extruded and after that, made a cut out and then scaled the decreased subdivision inward to give it the glass look. But there a problem, since I mirrored the other side of the main body, It was inset and scaled inward into two but fortunately for that, I had deleted the faces and vertex of the left side scaled subdivisions and went on to move the the inward extruded vertex of the left side towards the mirror which gave me a a clean glass look. I had replicated

For the Wheel, I had used a cylinder, inset it to give it a wheel shape and kept on extruding and scaling the size smaller to give it the curve look the wheel had.

Lastly, for the back shape, I had used the same techniques I used on the front side as on the back side as well to give me the curve shaped looked which was done by loop cut, extrude and move from the bottom to the top to give me the curved back shape. 







Design Details 2: Back + Side Windshields, Wheel Plate and Side Mirrors

    I worked on the back and side windshields using the same method for the front windshield and got the windshield done and added some basic material as the same as the reference to give the model some color. Next i worked on the door handle of the car where I had used the cylinder with loops cuts in it and put on the modifiers 'Simple Deform' and 'Subdivision Surface' which gave it the bend shape and made the cylinders vertices not visible and after that, I made the side mirrors which was done using a cube with the extrude and scaling technique I used prior designs being, the back elongated bump and front face curvature which gave it the curvature look and used the 'Bevel' Modifier to give it a cleaner side mirror looks with the addition of a elongated cylinder shape to hold the side mirrors.






Front Car Design: Plate, Grills, Fog Lamps and Hood

I then worked on the front sides car details by adding a number plate by putting in a basic cube mesh and reshaping the size and after that, selected the shapes of the upper part and lower part of the car to inset and scale inwards to give it the grill shape on the bottom and lower part of the car and added the fog laps with the help of the mesh object, cylinder and putting the modifier 'Bevel' on it and lastly, worked on the hood where I had used loop cuts and selected the faces that I needed to extrude upwards which gave me this hood look.



Wheel Holes Design

The wheels designs was felt the hardest but I had some knowledge on how to make holes prior from the experience I had from my Exercise 1's model where I had made made a cylinder with its vertices being 3 which allowed me to get the 'triangle shape'. Next I used the modifier 'Bevel' to give the triangles a round shape and aligned it a little inside the wheel plate and added the 'Boolean' modifier for the wheel plate with the selected object being the triangle and when hiding the viewport of the triangles, we get a cut of the on the wheel plate which I replicated to the other wheels as well and was proud of this stage of the design.





Back Car Design: Head Lights, Back Plate with Small Hood and Exhaust Pipe

For the headlights, I worked with a cube mesh using the same techniques for the side mirrors, back elongated bump and front face curvature to give a curve in the sides of the head lights with the modifier 'Bevel' added which made the headlights look cleaner. I used these references for the front Head Light as well and created it. 

The Back number Plate, I had copy pasted it from the front and resized it and put it at the back but for the design of the shape above the number plate, i had used a cylinder with loop cuts and selected vertices of the middle portion to give it that upward bent that the reference photo had and added the modifier 'Simple Deform' to give a little bent shape for the small hood. 

The Exhaust pipe at the bottom of the car was simple, used a cylinder mesh, elongated its z axis and inset and extruded the lower subdivision inward to give it that pipe look of a exhaust.



Final Design with Environment

With that, I finished off all the designs of the car, added the remaining color and material I needed for the car and its parts which was the same as the reference blueprints and put in an environment for the model where the car is on a road and thus gave me these results.


Week 5

This week, we were thought about Boolean technique modeling which consisted of making an object Quad surfaced with the help of the sub division modifier which removes the polygon shaped look it has
Then sir went on to our next exercise which was to make a Karambit knife using the given blueprint.
Through that, sir thought us many techniques and how a quad shape can be formed in terms of a knife.

Exercise 4

For the initial steps of making a doing this project, we had learned how to do it from this weeks class, so I had continued off from where I had stopped from class and will be explaining each of the process in detail.




Ring Shape Formation

For the ring shape at the end of the handle I first put the blueprint of the Karambit knife below the model and started off with the ring shape which consisted of matching the cylinders radius as same as the blueprints and then, I inset the cylinder and deleted the face of the lower faces portion which gave me this ring shape look of the knife with loop cuts at the outer and inner region of the cylinder making it quad shaped. 




Handle Formation

The handle of the knife was made using the same technique as the ring, by referring to the blueprint, I used a cube mesh to work on the top of the handle by moving the vertices in edit mode and after that, extruding the face and repeating the process until I got to the end of the handle.  




Bridging b/w Handle and Ring

Before proceeding with the knife, I bridged the gap between the ring and the top of the handle by, selecting both the objects, going to edit mode, selecting the faces of the objects that need to be connected on both sides, joining both the objects as one object and finally using the bridge edge tool which gives me these results.






Blade Formation

To get the sharp knife look, I used a cube mesh like the handle and started of from the start of the knifes inner blade by referring to the blueprint and using editing mode to move the vertices of the cube by referring to the blueprint until of got till the end of the inner blade and the extruded the sides to show the outer edge of the knife.

Next, I extruded the face of the end of the inner knife until the end of the outer knife and after that, deleted the face of the extruded faces from the right portion to then fix the faces manually by selecting each vertex that needed to be fixed so the unextruded path connects with the extruded path and used the modifier "Mirror" to duplicate the the work done on the right side, to the left side.

After that, I've added vertices on the new face region to make it more quad surfaced and scaled down the end of the knifes faces to give it sharp edges on the sides as well as at the tip of the blade and also, mirror the bottom part of the blade portion so the sub-divisions I made in the top can be replicated in the bottom as well which thus completes the blade modeling.




Bridging b/w Handle and Knife

Next, I connected the objects of the handle and knifes blade by using the bridge edge tool by selecting each of the edges sides one by one, thus connecting them together using the same process as the connection of the ring and the handle.






Handle Details

I started focusing on the details of the knife which were at the handle region where I had used the cube mesh to construct the inner handle of the knife using the same techniques as the outer regions handle and then proceeded with the screws that were there in handle with a hole in it which was done using a sphere mesh and used the bool tool for the hole in the handle (with cylinder) and holes in the screw (using cube) which thus concluded the deign of the knife.



Final Product: Karambit Knife

After the design of the knife, I put on basic coloring and material on the Karambit knife as well as gave a background for the knife to stay still at and shadow to give it that special effect. Overall this was one of the hardest exercises since it involved a new concept entirely compared to the other 3 exercises which was to make a quad shaped surfaced knife. 

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